Remote iVR for Nutrition Education: From Design to Evaluation (original) (raw)
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Nutrients, 2020
The use of Extended Reality (XR) (i.e. Virtual and Augmented Reality) for nutrition education and behavior change has not been comprehensively reviewed. This paper presents findings from a scoping review of current published research. Articles (n = 92) were extracted from PubMed and Scopus using a structured search strategy and selection approach. Pertinent study information was extracted using a standardized data collection form. Each article was independently reviewed and coded by two members of the research team, who then met to resolve any coding discrepancies. There is an increasing trend in publication in this area, mostly regarding Virtual Reality. Most studies used developmental testing in a lab setting, employed descriptive or observational methods, and focused on momentary behavior change like food selection rather than education. The growth and diversity of XR studies suggest the potential of this approach. There is a need and opportunity for more XR technology focused on...
Appetite, 2020
Emerging adulthood is a critical developmental period for examining food-and eating-related behaviors as long-term weight-related behavioral patterns are established. Virtual reality (VR) technology is a promising tool for basic and applied research on eating and food-related processes. Thus, the present study tested the validity and user perceptions of a highly immersive and realistic VR food buffet by: (1) comparing participants' food selections made in the VR buffet and a real-world (RW) food buffet cafeteria one-week apart, and (2) assessing participants' rated perceptions of their VR experience (0-100 scale). Participants comprised an ethnically diverse sample of emerging adults (N = 35, M age = 20.49, SD = 2.17). Results revealed that participants' food selections in the VR and RW food buffets were significantly and positively correlated in Kcals, grams, carbohydrates , and protein (all p's < 0.05). Moreover, participants perceived that: (a) the VR buffet was natural (M = 70.97, SD = 20.92), (b) their lunch selection in the VR buffet represented a lunch they would select on an average day (M = 84.11, SD = 15.92); and (c) their selection represented a lunch they would select if the same foods were available (M = 91.29, SD = 11.00). Our findings demonstrated the validity and acceptability of our highly immersive and realistic VR buffet for assessing food selection that is generalizable to RW food settings one-week apart without precisely matched foods. The findings of this study support the utility of VR as a validated tool for research on psychological and behavioral food-related processes and training interventions among emerging adults.
Frontiers in Nutrition, 2023
Introduction: The modern eating environment has been implicated as a driving force of the obesity epidemic. Mixed reality applications may improve traditional methodological assessments of eating behavior by improving the ecological validity of the laboratory setting. Methods: Research experts evaluated the utility and ecological validity of a mixed reality application that allowed immersion within virtual environments through utilizing the passthrough cameras of the head mounted display to view and interact with real foods. An initial evaluation was conducted that involved three virtual environments: a traditional laboratory booth, a non-textured restaurant, and a full-textured restaurant. The feedback from the initial evaluation was used to create a new virtual restaurant environment and a subsequent evaluation was conducted. Results: Nearly all research experts suggested adding social cues such as people and background noise to create a more authentic and ecologically valid experience. The experts scored the new virtual restaurant environment to be more acceptable than eating or conducting research in a sensory booth but scored lower when compared to conducting research in a real-world restaurant setting. Discussion: The results of this evaluation suggest that mixed reality applications may be a new methodology to assess environmental influences of eating behavior and may be a promising direction for eating behavior and sensory science research.
Foods
In this manuscript, we describe a new approach to study the effect of the eating environment on food intake and eating behavior using virtual reality technology. Fifteen adults consumed pizza rolls in two virtual reality (VR) environments: a restaurant and a table in an empty room. The participants’ food intake, eating parameters (e.g., masticatory parameters and eating rate), and their sensory evaluation of the test food was measured. The participants’ sense of presence (the feeling of being in the virtual environment) and markers of arousal were also measured. There was no statistical significant difference in food intake or the sensory evaluation of the test food. In the restaurant condition, participants used fewer masticatory cycles before swallowing but there was no effect on eating rate or maximum bite force. Participants experienced a greater sense of presence when they were in the pizza restaurant scene. Moreover, their heart rate and skin temperature were higher in the res...
Enhancing Nutritional Learning Outcomes within a Simulation and Pervasive Game-Based Strategy
Concepts, Methodologies, Tools, and Applications, 2014
Games are often seen as a means of enhancing motivation in learning. Despite the rhetoric, however, games that provide quality experiences for learners are hard to find. One reasoning is the focus on the game medium without a clear understanding of the strategy behind it. This paper outlines a game designed to raise primary school-aged children's awareness of nutritional issues using simulation and pervasive gaming strategies. Nute implements ubiquitous mobile technology and QR Code scanning to allow players to engage in virtual shopping. The effects of their dietary choices are manifest in a simulated character, Nute, who has similar dietary requirements to the target audience. By making conscious decisions about nutrition, seeing the effects and developing strategies to maintain the wellbeing of Nute, it is proposed that simulation and pervasive game strategies are ideal tools for learning approaches to promote active choice and real world learning transfer.
Virtual Reality Technologies for Research and Education in Obesity
This report summarizes background information and discussions for a joint National Institutes of Health – Department of Defense workshop held on July 15-16, 2010, entitled “Virtual Reality Technologies for Research and Education in Obesity and Diabetes.” The workshop explored the research potential of these technologies as tools for behavioral and neuroscience studies in diabetes and obesity, and the practical potential of VR technology in fostering more effective utilization of diabetes- and obesity-related nutrition and lifestyle information. Presentations addressed behavioral challenges related to diet, exercise, and diabetes management; the scientific basis of learning and treatment adherence; and recent advances in applications for health promotion and disease management, including online worlds and “serious games” for health, haptic technologies for exercise rehabilitation, self-monitoring technologies, treatment of eating disorders, and managing bias in clinical interactions with obese or diabetic patients. Based on these presentations, the workshop participants identified the following clinical research areas that could benefit from VR technologies: 1) using VR to foster desirable eating, physical activity, and other health-related behaviors, 2) using VR to motivate by “fast-forwarding” to the future, 3) utilizing the social network capabilities of VR, 4) utilizing motivational and teaching aspects of VR technology, and 5) using VR to extend the availability and capacity of health care providers. Progress in the field will be enhanced by further developing available platforms and taking advantage of VR’s capabilities as a research tool for well-designed hypothesis-testing behavioral science. Multidisciplinary collaborations are needed between the technology industry and academia, and among researchers with expertise in biomedical, behavioral, pedagogical, and computer science disciplines. Agency websites (NIH Guide, NIH ObRTF, DOD, TATRC) provide a means of identifying research priorities and funding opportunities for use of VR to improve prevention and management of obesity and diabetes.
Using virtual reality to study food cravings
Appetite, 2013
Food cravings (FCs) are associated with overeating and obesity and are triggered by environmental cues. The study of FCs is challenged by difficulty replicating the natural environment in a laboratory. Virtual reality (VR) could be used to deliver naturalistic cues in a laboratory. The purpose of this study was to investigate whether food related cues delivered by VR could induce greater FCs than neutral VR cues, photographic food cues, or real food. Sixty normal weight non-dieting women were recruited; and, to prevent a floor effect, half were primed with a monotonous diet (MD). Experimental procedures involved delivering neutral cues via VR and food related cues via VR, photographs, and real food in counterbalanced order while measuring subjective (self-report) and objective (salivation) FCs. FCs produced by VR were marginally greater than a neutral cue, not significantly different from picture cues, and significantly less than real food. The modest effects may have been due to quality of the VR system and/or measures of FC (i.e., self-report and salivation). FC threshold among non-dieting normal weight women was lowered with the use of a MD condition. Weight loss programs with monotonous diets may inadvertently increase FCs making diet compliance more difficult.
The Use Of Sensors In Virtual Worlds For Obesity Control
2017
Obesity is currently one of the most relevant public health concerns worldwide and may cause several diseases (heart diseases, diabetes, increased cholesterol levels, among others). The successful treatment of chronic diseases, particularly obesity, depends strongly on the participation and engagement of the individual as an active subject of his/her own treatment. The use of the Internet of Things in 3D virtual worlds was studied in the current research as a support strategy aiming at offering to the user the feeling of "being present" in a context specially designed to promote motivation and allow interaction with 3D objects. This article reports part of a qualitative case study that surveyed the impact of the combination of 3D virtual worlds with the Internet of Things and mobile devices as elements capable of boosting motivation in subjects enrolled in an obesity control program. The work was based on the theory of self-determination using extrinsic motivation strategies, with a view to achieving a behavioral change capable of promoting improvements in health and life quality. The analysis of preliminary data confirms that the project has the potential to motivate and encourage survey participants in their weight loss process.
2020
Food-based education is currently under-represented in schools and this is troubling with the high rate of obesity in New Zealand: nearly 30 percent of adults are listed as obese. This study discusses the results of a series of interviews with specialist food teachers and a case study completed at a Christchurch secondary school revealing limitations on food education delivery. A key issue identified in the research is a lack of time, with limited opportunities for practical cooking lessons revealed. Potential solutions are discussed including the use of Virtual Reality technology and gaming, supporting contemporary teaching and learning methods such as the flipped classroom.